Update shadows

This commit is contained in:
schmelczerandras 2020-09-19 17:30:04 +02:00
parent 8e73aee9ba
commit c58728215f

View file

@ -4,15 +4,13 @@ precision lowp float;
#define INFINITY 1000.0
#define INTENSITY_INSIDE_RATIO 0.5
#define SHADOW_HARDNESS 150.0
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
#define SHADOW_TRACE_COUNT {shadowTraceCount}
{macroDefinitions}
uniform bool softShadowsEnabled;
uniform vec2 squareToAspectRatioTimes2;
uniform float shadingNdcPixelSize;
uniform float shadowLength;
uniform sampler2D distanceTexture;
in vec2 position;
@ -34,41 +32,22 @@ float getDistance(in vec2 target) {
return texture(distanceTexture, target)[0];
}
float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
float q = 1.0 / SHADOW_HARDNESS;
for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
float minDistance = getDistance(uvCoordinates + direction * rayLength);
q = min(q, minDistance / rayLength);
rayLength += minDistance;
if (rayLength >= lightCenterDistance) {
return q * SHADOW_HARDNESS;
}
}
return 0.0;
}
float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
float rayLength = startingDistance;
for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
for (int j = 0; j < SHADOW_TRACE_COUNT; j++) {
rayLength += getDistance(uvCoordinates + direction * rayLength);
}
return min(1.0, step(lightCenterDistance, rayLength) + rayLength / (150.0 * shadingNdcPixelSize));
return min(
1.0,
(
step(lightCenterDistance, rayLength) +
rayLength / (shadowLength * shadingNdcPixelSize)
) * 2.0
);
}
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
return softShadowsEnabled ?
softShadowTransparency(startingDistance, lightCenterDistance, direction) :
hardShadowTransparency(startingDistance, lightCenterDistance, direction);
}
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {